Tom Hanrahan
Game & Level Design Lead

Welcome to my (slightly out of date) video game design portfolio! Within the past few years, I've been more focused on game design leadership & management than working on levels from start to finish. With that said, this portfolio is mostly representative of my work as an individual contributor to projects rather than as a leader or manager. My CV/resume contains the most up-to-date information.

It would be great to hear from you if you've played and enjoyed any of these games or levels, or if you have a job opportunity and you think I'd be a good fit for your project.

My e-mail is: hanrahan.t@gmail.com

   

Steel Hunters (2025)

Wargaming/DPS Games - Lead Level Design & Game Mode - content coming soon!

Star Wars Hunters (2024)

Boss Alien/Zynga/Take 2 - Senior Level Designer - content coming soon!

Hob (2017)


   

For Hob by Runic Games, I designed and built the Punch Glove dungeon area, as well as several sections of the game's overworld areas north and west of the Forest zone. My responsibilites included level construction, gameplay scripting, level decoration, puzzle design, enemy placement, ambient creature placement, and more.

Prominent game review website Eurogamer called Hob "...an astonishing piece of work. [It] is a true spiritual successor to [The Legend of Zelda:] A Link to the Past."

Airmech: Command (2016)


   

In Janaury 2016, I was hired as a contract Designer to help ship Airmech: Command, a launch title for the Oculus Rift. My responsibilities included the creation of a small amount of environment art, sound design, scripting gameplay and sound events, and the visual presentation of the levels.

Fat Princess Adventures (2015)


   

Between August 2012 to March 2014, I was a Designer on the Playstation 4 title Fat Princess Adventures. Some of my contributions and responsibilities were: helping to build the level design workflow and pipeline, fleshing out the game universe, monster design, level design, level scripting, design presentations, and more. It was released in December 2015

Escape Plan (2012)


       

From June 2011 to August 2012 I worked on Fun Bits Interactive's Escape Plan, a launch title for the Sony Playstation Vita. On Escape Plan, I worked as a Designer and was responsible for creating level layouts, puzzles, and some level scripting in C#. Escape Plan was named one of CNN's Top 10 games of 2012.

Marvel Super Hero Squad Online (2011)


           

In 2010, I joined The Amazing Society to work on the game Marvel Super Hero Squad Online as a Game and Level Designer. The game was a browser-based MMO set in the Marvel universe. I was responsible for creating a number of the game's "brawler" missions. This entailed the creation of gameplay scripts, combat encounters, and various other duties. It was released in 2011 and was had a surprisingly long lifespan, finally shutting down in early 2017.

Lord of the Rings: War in the North (2011)


   

While still at Monolith, I was asked to help out on Snowblind's 3rd person action RPG, Lord of the Rings: War in the North. During that time, I was responsible for all aspects of the co-operative multiplayer level Osgiliath. I created level geometry in 3dsmax, wrote gameplay scripts in Lua, and used Snowblind's proprietary level editor. The game was released on PC, PS3, and Xbox 360 in 2011.

F.E.A.R 2: Project Origin (2009)

               

I built 5 levels and created a little bit of supporting environment art for the multiplayer portion of Monolith's F.E.A.R 2: Project Origin and its DLC packs. The game was released on PC, PS3, and Xbox 360 in February 2009.

F.E.A.R Perseus Mandate (2007)

   

F.E.A.R Perseus Mandate is the 2nd professional title I worked on. Somewhat notably, I concepted and helped build the first organic environment in the F.E.A.R series during this project. Released in September 2007.

F.E.A.R Extraction Point (2006)

   

The first game I worked on professionally, F.E.A.R Extraction Point was released in October 2006. We were a relatively inexperienced team at the time but I'm still proud of what we made. The game won PC Gamer's "Expansion Pack of the Year" in 2006.

Mod Levels

These are levels that I worked on for fun and released for the game modding community. I did not work on any of these games in a professional capacity.

Unreal Tournament 3

Untitled


       

A short single player demonstration map made in UnrealEngine3. Created primarily as a test and never released publicly.

Half-Life 2

dm_ortho


   

A Half-Life 2 deathmatch map released in June 2005. Reasonably popular for a little while people were still playing HL2 deathmatch.

Far Cry

MP_Blitz1


   

A deathmatch map set on a flooded island. This was my first and only map for Far Cry. It was also my first real exposure to working with larger scale maps and terrain editors.

Quake

"Save CZG!" & Start map

     

A single-player Quake map (and a start map to navigate the map pack from) consisting of a Norse-inspired village. This map was part of a Quake community map pack I organized from October-December 2004. Quake review site Underworldfan says this of the map: "Build quality is quite good," "good job on lighting," "Overall, good visuals"

"Hatful of Hollow"

   

After years of learning the ins and outs of level editing, this deathmatch map was the first that I felt was polished enough to publish on the internet for wider consumption. Released in February of 2004.

Tom Hanrahan - 2025